Research mod

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JanW
Posts: 3
Joined: Thu Dec 04, 2014 3:07 am

Research mod

Post by JanW »

Dear all

I have started creating research mod. At first I wanted to add a bit of diversity to the end game techs just for myself.
I really enjoyed mid part of tech tree with several optional components but was not impressed that all ends up in one super component/tech. First I just started adding similar branches to end game techs with all vanilla ones unchanged but the new ones feel a bit OP when made with same multipliers as the mid game tech junctions.

But I rethink this approach and I consider making the 2-3 techs more balanced. So you would basically have 1 starting tech -> 2 - 4 mid techs all with balanced pros and cons (3 levels of research) -> 2 - 4 end techs scaled from mid tech (3 levels of reserach). No dead end research on obsolete techs or changing components just after one research (except prewarp -> regular techs)

Now it is 1 besic -> 1 better -> 2 - 3 optional (making the previous one obsolete) -> 1 super tech.

I also consider adding some new alternatives instead of just end game duplicity of mid tech but I need to know if you are interested in this mode especially in mod cooperation. I cannot do icons, also AI would be probably broken by this + due to race mods I dont want to mess with racial techs which could be made obsolete by new tech tree. Also I'm not that much creative so help with creating names for researches and components would be great.


It wouldn't be definitely standalone mod but more likely just module that needs support from other sides.
If I release anything feel free to do anything with it - adding to your mods/editing - only mention me in credits.
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Blackstork
Posts: 802
Joined: Mon Jul 07, 2014 3:45 am

RE: Research mod

Post by Blackstork »

Good luck. We once intended the megamod together with Icemanias AI mod and Beyond. If you can do it and finish it could be awesome addition to Beyond and form new megamod. I wish you luck and anxious to see what you going to do :)
Alien Immersion (WIP) : tm.asp?m=3651979
Beyond Extended Universe (WIP): tm.asp?m=3657646
Falokis
Posts: 147
Joined: Sun May 23, 2010 8:03 pm

RE: Research mod

Post by Falokis »

Research mods must crush souls. We've had several people get 90% done then drop off the face of the earth. I wish you luck and hope you finish it. I've been waiting for one and the megamod for 5 months.
JanW
Posts: 3
Joined: Thu Dec 04, 2014 3:07 am

RE: Research mod

Post by JanW »

I'm aware of that I was looking for any existing research mod but found only dead threads. Also I intend to release it with free rights to modify it. But I would really appreciate help with icons for new components (possibly resources) and help with creative texts for new research - so far I limited texts to Advanced/Improved prefix only.
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Locarnus
Posts: 287
Joined: Sun May 30, 2010 4:47 pm
Location: Earth, Sol

RE: Research mod

Post by Locarnus »

@Falokis: Some didnt drop off, but left intentionally in protest, or continue like the Starfall one.

@JanW: The Starfall mod says it includes a new research tree.
JanW
Posts: 3
Joined: Thu Dec 04, 2014 3:07 am

RE: Research mod

Post by JanW »

I missed that one. I will try it to see how similar or different is his idea of research.
msnevil
Posts: 46
Joined: Wed Aug 10, 2011 12:05 pm

RE: Research mod

Post by msnevil »

You can try the research mod I made for myself. I balanced the tech's to my taste, and extended the 2nd tier tech's exp shatterforce laser to lvl 7 tech, and included the super tech's as well. (to add more flavor at the end game.)

Make a new folder in the customization files, (name it whatever you want.), unzip the attachment into that folder, start the game, change the themes to what ever you named the folder.

Notice, I balanced the tech's some what, titan beams, and torpedoes still are the best weapons. The Ai usually uses these, and the AI needs all the help it can get.

Wanted to make a moo Mod, but work tells me "no".
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plus.zip
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